I'm trying to make a Custom Inventory GUI, and I'm making it detect the position of where it is, to tell if it's going to open or not. But for some reason it isn't working. Please help!
-- InventoryHandler -- MLGsLoveMtnDew ----[Local Variables]---- Player =game.Players.LocalPlayer; Mouse =Player:GetMouse(); ----[GUI Variables]---- InventoryOverlap =script.Parent; InventoryIcon =InventoryOverlap:WaitForChild("InventoryIcon"); InventoryMain =InventoryOverlap.Parent:WaitForChild("InventoryMain"); ----[Images]---- InventoryClosed ="http://www.roblox.com/asset/?id=267375889" InventoryOpened ="http://www.roblox.com/asset/?id=267375860" ----[Mouse Icons]---- MouseDefaultIcon ="http://www.roblox.com/asset/?id=265193813" MouseHoverIcon ="http://www.roblox.com/asset/?id=265196119" MouseClickIcon ="http://www.roblox.com/asset/?id=265561302" MouseInventoryIcon ="http://www.roblox.com/asset/?id=267378716" InventoryIcon.MouseButton1Click:connect(function() if InventoryIcon.Position == UDim2.new(-2, 0, -5, 0) then InventoryMain:TweenPosition(UDim2.new(-2, 0, 1.2, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 2, false) elseif InventoryIcon.Position == UDim2.new(-2, 0, 1.2, 0) then InventoryMain:TweenPosition(UDim2.new(-2, 0, -5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 2, false) end end) Mouse.KeyDown:connect(function(key) if key == "e" then if InventoryIcon.Position == UDim2.new(-2, 0, -5, 0) then InventoryMain:TweenPosition(UDim2.new(-2, 0, 1.2, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 2, false) elseif InventoryIcon.Position == UDim2.new(-2, 0, 1.2, 0) then InventoryMain:TweenPosition(UDim2.new(-2, 0, -5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 2, false) end end end)
Thank you!
Try making a variable that is set to false by default, and when the player clicks it it checks if it's false/true, and makes it the opposite and then makes the shop/whatever you want to open visible. Does that make sense?